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Multi-character mechanics

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Anonymous

Hi All,
I'd like to create a game that uses maybe 50-75 (maybe more) characters, each with different abilities and goals although all of a similar ilk. In each game the players would control maybe 1-4 characters so the game dynamics would be different each time. The theory being that with, say, 50 characters and each player playing just one character, there would be 100 (if my sums are correct) possible scenarios. If players had 2 characters each there would be even more scenarios.

I'm currently thinking of giving each character a set of attributes, a talent and a goal (the talents and goals may be similar in some cases) and then have them try to achieve their goal (in some way) but I'm concerned that this will just produce mild variations on one or two themes.

Can anyone suggest any game mechanics that I could look at? Are there any games of a similar type?

Ian

sedjtroll
sedjtroll's picture
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Joined: 07/21/2008
Multi-character mechanics

Check out Duel of Ages.

- Seth

Anonymous
Multi-character mechanics

That's interesting, thanks. I don't have the game but I've read what I can about it on the Net.

It sounds a bit like what I was planning (AFAICT) only no RPG element and I was hoping to minimise the luck element (or at least eliminate dice, if possible). Also my idea is not Fantasy/SF. Don't know if that's good or bad :-).

Anyway, I'm thinking still.

Many thanks.

Ian

jwarrend
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Joined: 08/03/2008
Multi-character mechanics

My initial reaction to your game is that 50 unique characters are going to be tough to design around, particularly with respect to coming up with 50 different, yet equally meaningful, and well-balanced goals. I say this from the experience of designing a game with 12 different goals in a relatively simple game system; coming up with 12 unique goals was tough, and balancing them even tougher. I have the advantage in that game that most of the goals come out in every game. In a game with 50 possible goals, but not all in play every game, you're looking at a LOT of playtesting to balance that. That may not intimidate you, and it probably shouldn't...just something to be aware of.

What I think you want to be careful about is adding complexity to the game simply to make it possible to create different goals. I'd also be careful to make sure the goals really feel like they're different and differentiable. If they are just variations on "collect the most Red", "collect the most Green", etc, it won't feel like it matters as much.

Obviously, it's hard to comment further without more specifics, but I think in principle, what you're setting out to do is possible, but hard. Best of luck!

-Jeff

Anonymous
Multi-character mechanics

Hi Jeff,

Thanks for your comments. I don't think designing any game is easy :-). There's not a wide differentiatiion between characters; maybe as different as farmyard animals or different breeds of dogs - similar but with different attributes- but that's the way it is.

CCGs seem to do this quite well - the only difference between characters is a strength/power rating or a spell no matter how good the graphics or what the text says :-). I'm getting a few ideas from CCGs.

Each character need not have a different goal. There could be maybe half a dozen goals and the goal for a particular character could even change from game to game. I guess (have to think about this) there could be just one goal that both sides would be striving for. The aim is not to use every character or attribute or goal in every game but simply to offer a wide range of game dynamics.

Above all, the game must not be too complex but I would like it to have a good replayability factor.

I'd like to hold onto the specifics for a while. I think it helps to discuss mechanics in the abstract to avoid preconceptions and a suggestion might just spark an idea.

Ian

Trickydicky
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Joined: 12/31/1969
Multi-character mechanics

Another possible way to create many different possibilities is to let the players decide what their character would be like. This could be done by creating a points system that can be attributed to different attributes, or the pile from which the player's goal is drawn. In this way each goal would be unique to that character but the player gets to choose how difficult the goal is, based on the number of points he puts into it.

For example player 1 deciedes to put 5 points into his intelligence, 4 into his speed and 1 into his goal. Thus he draws from the pile with the most challenging goals, but is also more likely to be able to accomplish it because his intelligence and speed are high.

This would become a little bit like an RPG. But it does give you lots of variations.

Anonymous
Multi-character mechanics

Hi Richy,

It's definitely not an RPG. The characters are pretty much fixed with regard to abilities (in whatever form) although weapons (to a degree) and goals need not be fixed and could be selected.

The more I think about this, the more I think a CCG (or possibly just an expandable) would fit the bill. I haven't played any :-( but I've read lots of rules :-). I'm sure game play is quick once you get into it but most seem quite complex - well, more than 2 pages of A4 :-).

Although the core mechanics in CCGs seem to be the same (at least the ones I've looked at seem to be - please let me know if there are any which differ significantly from the field) most games have their own twists. But take away the pictures and descriptive text, and the mechanics seem of a type. Which is fine.

This game needs to be easy to play, that's a prerequisite, easy enough for non-gamers to pick up and play. Perhaps I could ask for opinions about which CCGs are Really Easy in that respect. Or do CCGs require a degree of complexity?

Are CCGs rather blase now?

Ian

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